Release One     Foundation Material     Camera Material     Model Data    Texture Maps     Conclusion
Texture Maps for Trees
 
I am presuming if you intend to use these, that you have some experience with texturing a 3D model in the software of your choice. Every software has its own peculiar process for applying image texture maps, so only the most generalized description will work as a generic explanation.
 
Each tree image has three images on it. Left will be the actual texture map. The middle one is an alpha channel map, to eliminate all the area around the tree color. The right image is a shaded version, useful as a displacement map if your application allows for displacement mapping or mesh displacement modeling.
 
Crop the images as specified on each sheet, for best results, and map them once over the full object face, usually in a planar mapping.
 
The main log map is mapped cylindrical, once around the full circumference. The cylinder should be modeled vertical for the best mapping. Then try to locate the red dot, which is the indicator of location for Obj.1, the sphere marker for the whitish bark peeling up on the log. Or you can rotate the log on its long axis, in Object Space, once it and the sphere Obj.1 are positioned, to align the red dot to the sphere.
 
Links to the maps are here:
 
T - C1    First close tree
 
T - C2    Second close tree
 
T - C3    Tree with black shadow
 
T - C4    Forked tree
 
T - C5    Angled tree
 
Main Log
Website Index         Overview Navigation Page